The project prioritises echolocation-based navigation and lighting as the core gameplay pillars. Supporting systems such as player controls, UI, and basic exploration are required to demonstrate a functional Metroidvania experience. Secondary systems such as resource management and upgrades enhance depth but are scoped flexibly to ensure the core experience is delivered within time constraints.
Introducing enemies that respond to echolocation or light reinforces the core risk–reward loop by transforming the player’s primary navigation tool into a potential threat. This system deepens gameplay without requiring traditional combat and can be scaled from simple enemy reactions to a dedicated mini-boss encounter.
Echolocation-driven navigation in a dark, exploration-focused platformer.
Anything that directly supports this epic is high priority.
Anything that adds depth but isn’t required to demonstrate the pillar drops down.
A risk-managed development approach prioritising core mechanics and technical feasibility over feature breadth. Based on user stories derived from our game Epics
| Priority | Systems / Features | Estimated Implementation Time |
|---|---|---|
| HIGH (MVP) | Player controls (movement, jump, sonar input, torch toggle) | 2–4 days |
| Underwater physics system (floaty gravity, drag, capped fall speed) | 3–5 days | |
| Minimal gameplay UI (power meter, sonar cooldown, pause) | 1–3 days | |
| Resource management (power drain over time + torch drain) | 2–4 days | |
| Basic enemies / hazards (static or simple patrol + contact damage) | 3–5 days | |
| Core Metroidvania structure (3–5 rooms, 1 gate, clear objective) | 4–6 days | |
| Lighting system (darkness overlay + visibility masking) | 5–8 days | |
| Echolocation / Sonar system (pulse, circular reveal, fade-out, cooldown) | 6–10 days | |
| MEDIUM (Core Depth) | Torch visual enhancement (improved lighting radius) | 1–3 days |
| Exploration ability (e.g., double jump unlock) | 2–4 days | |
| Simple upgrade system (increase sonar range or power capacity) | 3–5 days | |
| Enemy awareness to sonar (alert state within pulse radius) | 4–7 days | |
| LOW (Stretch) | Save system (checkpoint-based) | 2–4 days |
| Achievement system (internal milestone tracking) | 1–2 days | |
| Advanced enemy AI (hunt behaviour, multi-state logic) | 4–8 days | |
| Sonar-reactive mini-boss encounter | 5–10 days | |
| Environmental physics extensions (currents, pressure zones) | 3–6 days | |
| Public player database / leaderboard | 7–14+ days |
HIGH PRIORITY (MVP – Core Game)
These systems are essential to demonstrate the game concept and learning outcomes.
Without these, the game does not function.
1. Player Controls
Why: A platformer must feel responsive and predictable.
Includes:
Horizontal movement
Jumping
Sonar activation
Torch toggle